The head in general needs a decent amount of refinement but otherwise you're at a good place i would say. I would maybe adjust the collar bone a bit and make it a bit more pronounced, but other than that its just details on the head.Edited by R93_Sniper on Dec 9, 2015 at 03:59 PM

The head in general needs a decent amount of refinement but otherwise you're at a good place i would say. I would maybe adjust the collar bone a bit and make it a bit more pronounced, but other than that its just details on the head.Edited by R93_Sniper on Dec 9, 2015 at 03:59 PM

Yeah, the eyes are driving me up the wall haha. Every time I think I've sunk the sockets back far enough, for whatever reason it's never enough. I guess once I crack that he can stop looking like an alien :P

Skidrow925Joined: Mar 19, 2010"ideological sense of respect and tact of a 5yo"

Brushing-up (hah, get it? p.s. pls kill me) on my Zbrush practice. This dude still needs a lot of love - in particular the eyes and ears, but I'm definitely pretty proud of the progress I've made in a few weeks.

use shift to smooth the eyes and retopology the model (made a hd and game model) then uvwrap the low poly one and render to texture with the hd model

Do you have any tips or pointers you could give a start up 3d enthusiast?

Im actually surprised this stuff hasn't been featured in 3dworld or something.

Hah, thanks. It's really not that impressive, nor is it my main 3D artform. Just try your best to keep everything quads. A triangle here and there is fine, but try to avoid them if you're making a high-poly mesh.

If you're doing a mash-up like this, grab any and all references. Even if they don't exactly represent what you're going for, you can pull design elements from them and make your model better overall. For example, this is a fusion of Tron : Legacy's "Rinzler" and Destiny's Titan.

Quote: --- Original message by: bourrin33I prefer the technical control as in 3DSmax for large shapes. To me zbrush or mudbox are mostly texturing and refining tools

Zbrush and mudbox are much more forgiving with regards to curved organics. They are also much more stable when relaying extreme viewport information which is sorta what you want when you are developing obscenely high detailed meshes.